Cydra 3.5 PnP Characters

Jester, thought I'd take the liberty of getting this started so I could post my guy. If you want to move threads later just let me know and I'll paste him elsewhere.

Lester (“the L”), male half-elf elementalist 14/warrior of chaos 4/Divine Oracle 2/Contemplative 2/Paraelementalist 1

Hit Dice: 15d8 + 4d12 + 4d6 + 207 (327 hp)
Initiative: +1
Speed: 20’ (base 30’) (plus fly speed 60’)
AC: 23 (+1 dex, +12 armor), 28 w/shield (+1 dex, +11 armor, +6 shield), 22 or 28 flat-footed, 11 touch
Base Attack/Grapple: +14/+18
Attack: Sword of the Elements +24 melee (1d8+10 plus 1d6 fire); or Airsword +21 melee (1d8+8)
Full Attack: Optima Maxima +24/19/14 melee (1d8+10 plus 1d6 fire); or Airsword +21/16/11 melee (1d8+8)
Space/Reach: 5’/5’
Special Attacks: Command elementals 1/day, dismiss elementals, law-bane, persuade elementals, spells - 19th Lvl Caster
Special Qualities: Berserk, DR 5/Magic, fast healing 4, firefinger 5/day, fire resistance 15, gills, hard to crit, strain resistance 8, wings. 75% resistance to crits & -2 to crit confirms, Evasion, Slippery Mind, +2 Caster Lvl - Divination
Saves: Fort +28 , Ref +15, Will +18
Abilities: Str 18 (20 with girdle of fire), Dex 12, Con 22 (28 with bracers of endurance), Int 14, Wis 16, Cha 20
Skills: Bluff +11, Concentration +15 (30), Craft (sculpting) +4, Craft (painting) +4, Diplomacy +10, Knowledge (elements) +28, Knowledge (planes) +6, Knowledge (religion) +21, Listen +4, Profession (tailor) +3, Search +2, Sense Motive +6, Spellcraft +26, Spot +7, Swim +6
Feats: Cleave, Fast Healing - 3, Flyby Attack, Leadership, Maximize Spell, Power Attack, Quicken Spell,
Skill focus - Religion, Weapon Specialization (longsword)
Alignment: Chaotic Good

Description: Lester is 5’6” tall, weighing in at 160 lbs. His hair is a black afro with a large white streak down the left side, his swarthy beard is a peppered black, his eyes are brown, his skin looks bleached white. He has rainbow colored eagle-feathered wings that sprout from his back (another of his Chaos gifts).

Gear: Potions of cure serious wounds (4), haste (3); Sword of the Elements, Armor of Fortification +3/Moderate, large shield +4, pouch of many things, girdle of fire, , ring of mind shielding, wings of flying - Krunkshank, bracers of endurance +6, Amulet of Resistance +5, Cloak of Charisma +6, Wand of Hold Person - 20 chgs, Wand of Burning Hands - 30 chgs, Ring of Concentration +20, Ring of Protection +3, Staff of the Diabolical - 14 chgs, Rod of Splendor, Helm of Underwater Action, Ring of Spell Storing - Dimension Door, Bestowed Mirror Image, Extended Far Strike.

Abilities: Note that many of Lester’s special abilities are elementalist class abilities, including strain resistance, command elementals, plane shift, persuade elementals and dismiss elementals.

Law-Bane (Su): When attacking a lawful creature with a weapon, Lester receives a +4 on attack rolls and inflicts an extra 2d6 points of damage. He also gets a +4 bonus on saving throws against Lawful effects. This is a Chaos gift, gained twice and therefore twice as powerful as it was the first time through.

Berserk (Ex): 3/day, upon being wounded to half his hit points or less, Lester goes into a berserk frenzy identical to a barbarian’s rage, except that he cannot end it voluntarily. This ability was gained through the grace of Chaos.

Firefinger (Sp): 5/day Lester can cause a small flame to sprout from his finger. Though not sufficient to damage a creature without prolonged application, this flame will light a cigarette or pipe, catch dry grass or paper on fire, etc. This ability was taught to Lester by Froth, the god of necrophilia, rape, perversion and cowardice.

Gills (Ex): Lester’s neck has fully functional gills, allowing him to breathe water or air freely.

Wings: Lester’s bat wings were granted him by Chaos. He can fly with them at a rate of 60’ .
 

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Keyth, male human Transmuter 7/Dimensionalist 6

Hit Dice: 13d4+26 (62 hp)
Initiative: +10
Speed: 30’
AC: 16 (+4 armor, +2 deflection), 16 flat-footed, 12 touch
Base Attack/Grapple: +6/+4
Attack: None
Full Attack: None
Space/Reach: 5’/5’
Special Attacks: Spells
Special Qualities: Create Pocket 6/day, Dimension Slide 2/day, Quickened Dimension Door 1/day.
Saves: Fort +6 , Ref +4, Will +12
Abilities: Str 7, Dex 11, Con 14, Int 23, Wis 14, Cha 12
Skills: Concentration +17, Knowledge (Arcana) +22, Knowledge (History) +19, Knowledge (Mathematics) +22, Knowledge (Nature) +19, Knowledge (Religion) +19, Knowledge (The Planes) +22, Search +14, Spellcraft +22.
Feats: Improved Initiative, Quickdraw, Quick Strike, Scribe Scroll (B), Spell Focus (Transmutation), Spell Penetration, Tactical Mind. (1 metamagic or item)
Alignment: True Neutral

Wizard Spells Prepared (4/7/7/6/6/5/4/2) (Enchantment and Illusion banned):
1-Comprehend Languages, Enlarge Person, Grease, Mage Armor, Moment of Insight, 2 open
2-Bend Path*, False Life, Far Strike*, Rope Trick*, 3 open
3-Bisect* (x2), Blink*, Dimensional Anchor, Haste*, Slow*
4-Elasticity*, Solid Fog, Stoneskin, 3 open
5-Dimensional Blade*, Dismissal, Lower Resistance, Wall of Force, 1 open
6-Disintegrate* (x2), Marius' Stunning Cone, Spell Clock*
7-Mordekainen's Magnificent Mansion, Reverse Gravity*

Spellbook:
1-Alarm, Comprehend Languages, Detect Secret Doors, Enlarge Person*, Grease, Mage Armor, Moment of Insight, Reduce Person*
2-Bend Path*, False Life, Far Strike*, Rope Trick*
3-Bisect*, Blink*, Dimensional Anchor, Door to Itself*, Haste, Marius' MOment, Slow
4-Elasticity*, Feedback, Solid Fog, Stoneskin
5-Dimensional Blade*, Dismissal, Francisco's Devious Countermeasure, Lower Resistance, Ultimate Concentration, Wall of Force
6-Disintegrate*, Greater Dispel Magic, Marius' Stunning Cone, Repulsion, Spell Clock*
7-Mordekainen's Magnificent Mansion, Reality Maelstrom, Reverse Gravity*

Equipment:
Bracers of Armor +4 (16,000)
Ring of Protection +2 (8,000)
Wand of Ray of Melting (100 charges) (11,250)
+2 insight bonus to int from tome (55,000)
Lesser Rod of Empowering (9,000)
(8395 gold spent on scrolls for Keyth's spellbook)
Stoneskin component x6 (1,500 gold)
855 gold remaining


Plus 10,750 gp discretionary to spend as you wish. Feel free to blow some on scrolls to scribe in your spellbooks.
 
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Hey, . . . nice Dimentionalist!

Looks cool! Can't wait to see your other character concept.

A nifty Cydra spell you definately want to look into is Ultimate Concentration. It would allow you to Dimension Door without being stunned the next round (if this still happens in 3.5).
 
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Jeremy
Male Ghost (Undead, Incorporeal)
Cleric 8 of Dexter (XP 78,000)
Alignment: Chaotic good
Height: 5' 7"
Weight: -
Hair: Silver
Eyes: Silver
Age: 16

Str: 13 (+1)
Dex: 14 (+2)
Con: - (+0)
Int: 13 (+1)
Wis: 20 (+5) [+2 level, +4 enhancement]
Cha: 20 (+5) [+4 race, +2 enhancement]

Class and Racial Abilties:
Manifestation, Draining Touch, Telekinesis, Malevolence, Rejuvenation, Turn Resistance+8, Healing domain special ability, Protection domain special ability

Hit Dice: 8d12
HP: 65
AC: 27 (+5 Deflection, +11 Armor, +1 insight)
Init: +2 (+2 Dex)
Speed: Fly 30ft (Perfect)
Armor Check Penalty: -6

Saves:
Fortitude +10 [+6 base, +4 Resistance]
Reflex +8 [+2 base, +2 Dex, +4 Resistance]
Will +13 [+6 base, +3 Wis, +4 Resistance]

BAB: +6
Melee Atk: +8/+3 (+7/+2 in ethereal)

Ranged Atk: +8
Telekinesis: +11, damage varies
Vengence: +13, 12d6+2 damage

Skills:
Hide 9 [5 ranks, 8 race, 2 Dex, -6 Armor]
Listen 13 [8 race, 5 Wis]
Search 9 [8 race, 1 Int]
Spot 13 [8 race, 5 Wis]
Concentration 13 [8 ranks, 5 Cha]
Diplomacy 10 [5 ranks, 5 Cha]
Knowledge (History) 6 [5 ranks, 1 Int]
Knowledge (Religion) 6 [5 ranks, 1 Int]

Feats:
Spell Penetration
Greater Spell Penetration
Eschew Materials

Languages:
Common, Celestial

Spells:
6/6+1/4+1/4+1/3+1
Domains: Healing, Protection
Caster Level 8th, Save DC 15+Spell Level, +4 to overcome spell resistance

Typical Spells Prepared:
0- Detect magic[x3], Light[x2], Mending
1st- Sanctuary[x2]*, Comprehend Languages, Detect Evil, Divine Favor, Obscuring Mist, Protection From Evil,
2nd- Cure Moderate Wounds*, Find Traps, Hold Person Resist Energy, Silence
3rd- Cure Serious Wounds*, Prayer, Dispel Magic[x3]
4th- Cure Critical Wounds*, Dimensional Anchor[x2], Greater Magic Weapon

Draining Touch (Su):
Jeremy can hit a living creature with an incorporeal touch attack that deals 1d4 points of damage to any one ability score he selects. On each such successful attack Jeremy heals 5 points of damage. Any damage healed past Jeremy's maximum hit point total are counted as temporary hit points that last for 1 hour. Against ethereal opponents he adds his Strength modifier to attack rolls only. Against nonethereal opponents he adds his Dexterity modifier to attack rolls only.

Malevolence (Su):
Once per round, Jeremy can merge his body with a creature on the Material Plane. This ability is similar to a magic jar spell (caster level 10th, +4 to overcome spell resistance), except that it does not require a receptacle. To use this ability, Jeremy must be manifested and he must try move into the target’s space; moving into the target’s space to use the malevolence ability does not provoke attacks of opportunity. The target can resist the attack with a successful Will save (DC 20). A creature that successfully saves is immune to Jeremy's malevolence for 24 hours, and Jeremy cannot enter the target’s space. If the save fails, Jeremy vanishes into the target’s body.

Manifestation (Su):
Every ghost has this ability. A ghost dwells on the Ethereal Plane and, as an ethereal creature, it cannot affect or be affected by anything in the material world. When a ghost manifests, it partly enters the Material Plane and becomes visible but incorporeal on the Material Plane. A manifested ghost can be harmed only by other incorporeal creatures, magic weapons, or spells, with a 50% chance to ignore any damage from a corporeal source. A manifested ghost can pass through solid objects at will, and its own attacks pass through armor. A manifested ghost always moves silently. A manifested ghost can strike with its touch attack or with a ghost touch weapon (see Ghostly Equipment, below). A manifested ghost remains partially on the Ethereal Plane, where is it not incorporeal. A manifested ghost can be attacked by opponents on either the Material Plane or the Ethereal Plane. The ghost’s incorporeality helps protect it from foes on the Material Plane, but not from foes on the Ethereal Plane.

Telekinesis (Su):
Jeremy can use telekinesis as a standard action every 1d4 rounds.
Caster Level 12th, Save DC 19, +4 to overcome spell resistance

Rejuvenation (Su):
When Jeremy is killed he must succeed at a level check (1d20+8) against DC 16 to return to his destroyed village in 2d4 days.

Equipment:
3 items favored in life:
-Ghostly Blindfold of Faith- while worn, the wearer is blind; but gains blindsight (30’ radius), +4 enhancement bonus to wis, and the ability to cast detect thoughts 1/day. (Caster level 7.) This functions as a holy symbol for a cleric of Dexter while it is worn. (28,600)
-Ghostly Cloak of Resistance +4 (16,000)
-Ghostly Yellow Spindle Ioun Stone (gives +2 enhancement bonus to Cha, +1 insight bonus to AC) (15,500)

+4 ghost touch half-plate (49,750)


Special Item:
Vengence: Jeremy often creates one of these when he is given a chance to prepare for battle. Vengence is a 300lb stone ball created by stone shape and then enchanted with greater magic weapon. Jeremy uses his telekinesis to carry it around and throw it and when it connects it can do damage comparable to any wizard's spell. When he is with friends Jeremy occasionally uses it to do tricks like spinning it on one finger or balancing it on the tip of his nose.

Appearance:
Jeremy looks like a young boy with short hair. He wears acolytes robes over a fitted suit of armor but weilds neither a shield or weapon. He is completely colorless, everything about him is either white or silver. His robes and hair are always blowing in an invisible wind and fade away to nothing near where his feat should be. He wears a white headband with the holy symbol of Dexter on his forehead or over his eyes. A small yellow ioun stone floats around his head.

When Jeremy casts a spell his hair lengthens and billows around his head and he takes on a slightly golden glow.

Personality:
Jeremy is saddened by what happened to his village but tries not to show it. When he is around others he is often full of smiles and energy. When he is alone he is very somber and serious. Since becoming a ghost and starting his quest for revenge Jeremy has started to develop and unpriestly fondness of fighting.

Although he was slightly traumatized at first Jeremy quickly grew adapted to his new ghostly form. He doesn't mind being undead and considers his new form a second chance granted to him by Dexter.

Background:
Jeremy was born and raised in a small farming village in Forinthia. Like many Forinthian villages it was simple and the only thing of real note was the impressive temple of Galador. Jeremy was very familiar with the temple, he had been pledged to the service of Dextor as a child and had spent most of his life in the temple learning how to be a priest.

Life was good for Jeremy. His teachers in the temple were kind and the lessons were interesting. He grew up surrounded by loved ones and peace and prosperity. And he was considered blessed by Dexter.

But the good times were not to last. The day started like any other, the sun had just risen and Jeremy had started on his way to the temple for the days lessons. Before he had reached though, he noticed something happening in the fields.

They seemed to come out of nowhere. One minute things were normal and the next a horde of raiders were attacking the village with sword and spell. The villagers tried to rally but it was no use, those who fought and those who fleed were both cut down in equal measure. It was a horrer worse than anything Jeremy had ever seen before, but thankfully he didn't have to see it for long. He never even noticed the wizard behind him casting a fireball, all he saw was a brief flash, then darkness...

When Jeremy came to the sun was just reaching it's zenith. Jeremy sat up, wondering how it was he was still alive and why he didn't feel hurt. Then he looked down and saw the reason. His charred corpse was lying on the road before him, and the body he was in now was pale and ephemereal.

Jeremy spent the next several days burying the dead. It took several days to dig the graves and as he did so he learned the abilities of his new form. He could lift and move objects with a thought, he could enter and control creatures, and he could drain the life of creatures with his touch. Perhaps most importantly, he could still cast the spells granted to him by Dexter. In fact it seemed like he had grown more powerful as a priest after he had become a ghost.

Finally Jeremy finished burying the dead. As he had worked he had realized that many people, almost a third of the village, were missing. Jeremy resolved that he would find out what had happened to his friends and rescue them if possible, and get revenge on the ones who had done this to his village. But even with his new ghostly abilities he wouldn't be a match for the powerful attackers. And the trail they left was long gone by now anyway.

Still, he had to do something. So he set out into the world, searching for allies and information about his villagers. If he met some of the attackers along the way, so much the better.
 
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Stats/HP rolled online and can be seen at online die roller

But I am happy to reroll if the Dm does not like these (They are obscene - I know 4d6 drop lowest can produce high results but 17, 16, 16, 12, 11, 10 ? At least the HO are average-guess combat won't be in human form unless there is no other option!)

Delga
Human Druid
HD 13d8 +13
HP 69
Alignment Neutral Good

Attribute Value Mod
Str 10 0
Int 16+3
Wis 20 +5
Dex 10 +0
Con 12 +1
Cha 16 +3
Note: +3 from levels added to Wis

Saves
Fort:+9 Reflex +6 Wil +13

+4 vs fey, Immune to poisons

BAB +9/+4
Attack:Silver Shock Scimitar +12/+7 dmg 1d6 +1d6 Electrical crit 18-20/x2
AC: 20 (+5 Breastplate +2 Ring, +3 Bracers)

Languages: Common, Sylvan, Druidic, Elvish, Halfling

Skills
Concentration 17 (16 ranks +1con)
Diplomacy 19 (16ranks +3 Cha)
Handle Animal 21 (16ranks +3 Cha +2 affinity)
Heal 17 (10 ranks +5 Wis +2 self sufficient)
Knowledge (Nature) 23 (16 ranks +3 int +2 synergy from survival +2 nature Sense)
Ride 12 (8 ranks + 2 affinity +2 synergy)
Spellcraft 13 (10 ranks +3 int)
Spot 10 (5 ranks +5 wis)
Survival 19 (10 ranks +5 wis +2 self sufficient +2 nature sense) (21 when above ground)
Swim 5

Feats
Lightning Reflexes (Human Bonus), Animal Affinity (Level 1), Natural Spell (Level 3), Augment Summoning (Level 6), Track (Level 9), Self Sufficient (Level 12)

Druid Abilities
Nature Sense, Wild Empathy, Woodland Stride, Trackless Step, Resist nature's lure, Wild Shape 4/day, Venom Immunity, Wild Shape (Large), Wild Shape (Tiny), Wild Shape (Plant), A thousand faces

Weapon and armor proficiencies Club, Dagger, Dart, quarterstaff, scimitar, sickle, shortspear, sling, spear, natural attacks, light armor, medium armor (non-metal only), Shields (wood only).

Spells
Level 0: 6
Detect magic
Read Magic
Purify food and water
Create water
Cure Minor wounds
Guidance

level 1: 7
Calm animal
Charm animal
Entangle
Magic Fang
Speak with animals
Faerie Fire
Hide from animals

level 2: 6
Barkskin
Flaming Sphere
Hold animal
Reduce animal
Wood shape
Soften earth and stone

level 3: 5
Magic fang, Greater
Poison
Neutralise Poison
Speak with plants
Wind Wall

level 4: 5
Flame Strike
Command Plants
Ice Storm
Rusting Grasp
One left empty

level 5: 4
Animal growth
Cure Critical wounds
Call lightning Storm
One left empty

level 6: 2
Bull's strength, mass
Wall of stone

level 7: 1
Transmute metal to wood
Spells memorized

Equipment
Staff prepared for "ChangeStaff". Has has spell stored "Change Staff" cast on it.
Silver shock scimitar +3 (32,405)
Bag of holding (type 3) (7,400)
Ring of protection +2 (8000)
Bracers of Armor +3 (9000)
Rod of Ivy (can cast entangle, ivy siege, plant growth, each 1/day; CL 11th) (47,520)
2 Potions Cure serious wounds
Signet ring 5gp
Sealing wax 1gp
Dragon Hide Breatsplate
Spell component pouch
250gp of diamond dust (for stoneskin spell)
2 guard dogs
Money 20pp 25gp


Description: Delga looks like a druid. From the leaves and bits of plants found in his clothes and his hair, to his unkept and wild beard. Yet for all that he ahs a magnetism that is captivating. His wild state creating an impression of an immense presence, even though, his wide girth adding to the impression.

Personality: Delga likes to play the role of the happy fat man (actually he is rather skinny, but uses his thousand faces ability to maintain this image). Through this image he tries to get children and others to appreciate the wild beauty of nature. But let him find interlopers in HIS forest and people will find out just how deceptive the “happy fat man” image is!

History: Delga grew up the children of druids. All his life he has moved amongst druids and could not imagine any other life- to him nature and the Forgotten King define reality. Let others worship the Queen, he worships the love and creativity of the Forgotten king.

He took to adventuring while still young- going out of his way to protect the forest from the rampages of the destructive. He has often turned to diplomacy, trying to reason with the farmers and settlers, getting them to realize that nature nurtured is nature that returns bounty. After a while he settled down, acting more like a roving minister of the Forgotten King looking after the farmers and others living near his forest. Dada Delga and his dog Andira were firm favourites with many of the children of the area.

But trouble came and with it he saw the death of his beloved Andira, a dog that had been his faithful companion. In his grief he called out for a companion that would help him to effect his vengeance, and now his companion is Great Jaw. A megaraptor that is there to defend and attack at need.

Vengeance was found. The marauding humanoids found the grea tdinosaur and druid a terrible blow to their plans as they rampaged through the forest, destroying all their enemies. Delga found it hard to stop- but his better nature got hold of him and he returned to his previous "happy fat man" composure.

The bond between Delga and Great Jaw is great. They have been together for a few years now and he could not imagine life without the great beast there. He often finds it necessary to calm peoples fears about Great Jaw- but actually finds him a soothing, if somewhat frightening companion. The children on the farms nearby now also enjoy the site of the dinosaur, he can often be seen gently eating a meaty tidbit from their hands or giving them rides on his back- the wieght of a child non-existent to the great dinosaur. And Dada Delga and "Jaws" are welcomed at many farms and have once again settled into a rhythm of life.

Delga finds it often soothing to travel in animal form and often takes the shape of a Dire Bear or Shambling Mound when faced with Combat. When traveling without Great Jaw he will often turn into an eagle or other bird to travel rapidly.


Great Jaw: MEGARAPTOR
Huge Animal
Hit Dice: 10d8+53 (99 hp)
Initiative: +2
Speed: 60 ft. (12 squares)
Armor Class: 18 (–2 size, +2 Dex, +8 natural), touch 10, flat-footed 14
Base Attack/Grapple: +7/+19
Attack: Talons +14 (7 BAB +6 Str +1 magic fang) melee (3d8+6)
Full Attack: Talons +14 melee (3d8+6) and 2 foreclaws +8 melee (1d4+2) and bite +8 melee (2d6+2)
Space/Reach: 15 ft./10 ft.
Special Attacks: Pounce
Special Qualities: Low-light vision, scent, evasion, Link, Share spells,
Saves: Fort +17, Ref +9, Will +5
Abilities: Str 22, Dex 16, Con 21, Int 2, Wis 15, Cha 10
Skills: Hide +5, Jump +27, Listen +12, Spot +12, Survival +12
Feats: Run, Toughness, Track, Improved natural Attack

This creature is a larger version of the deinonychus, standing about 12 feet tall with a total length of 24 feet. It has the same appearance, habits, and abilities of the smaller version.
Pounce (Ex): If a megaraptor charges, it can make a full attack.
Skills: A megaraptor has a +8 racial bonus on Hide, Jump, Listen, Spot, and Survival checks

Tricks Known
Attack (All creatures), Defend, Down, Guard, Heel, Stay, Track

Permanent Magic Fang on Talons (2950gp spent)

Guard Dogs: Andira and Bruno (Riding dogs trained for combat)

DOG, RIDING
Medium Animal
Hit Dice: 2d8+4 (13 hp)
Initiative: +2
Speed: 40 ft. (8 squares)
Armor Class: 16 (+2 Dex, +4 natural), touch 12, flat-footed 14
Base Attack/Grapple: +1/+3
Attack: Bite +3 melee (1d6+3)
Full Attack: Bite +3 melee (1d6+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: —
Special Qualities: Low-light vision, scent
Saves: Fort +5, Ref +5, Will +1
Abilities: Str 15, Dex 15, Con 15, Int 2, Wis 12, Cha 6
Skills: Jump +8, Listen +5, Spot +5, Swim +3, Survival +1*
Feats: Alertness, TrackB
Environment: Temperate plains
Organization: Solitary or pack (5–12)
Challenge Rating: 1
Advancement: —
Level Adjustment: —
This category includes working breeds such as collies, huskies, and St. Bernards.
Carrying Capacity: A light load for a riding dog is up to 100 pounds; a medium load, 101–200 pounds; and a heavy load, 201–300 pounds. A riding dog can drag 1,500 pounds.
Combat
If trained for war, these animals can make trip attacks just as wolves do (see the Wolf entry). A riding dog can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds on a Ride check.
Skills: Riding dogs have a +4 racial bonus on Jump checks. *Riding dogs have a +4 racial bonus on Survival checks when tracking by scent.

Tricks: Attack (All creatures), Down, Guard, Heel, Stay
 
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